Sunday, September 7, 2014

Journey to the Isle of Dread

The Pearl Sea

Much of what is known about the southern seas in recent times comes from the logs of captains unlucky enough to have been blown off course. Few norhterners travel these waters willingly. Yet, this was not always the case. Centuries ago, the rulers of the Kingdom of Keoland, north of Sasserine, were known as the Explorer-Kings. Following their victory over the Necromancers of Toli, they often competed with the Overkings of the Great Kingdom for dominance of the Sea of Yar (now known as the Azure Sea). The Explorer-Kings were notorious for their wanderlust and they sponsored numerous expeditions to the far south. Many of the kings even led the voyages in person. It is from their travels that the people of the Flanaess have developed a general picture of the nature of the region, even if it is sometimes based more on legend than fact.

Olman Empire

Before the Great Migrations that created the nations of the north, the Densac Gulf - bounded by the Amedio Jungle in the west and the continent known as Hepmonaland in the east - was home to a far-flung collection of prosperous city-states known as the Olman Empire. The Olman was a tribal race with reddish-brown skin and straight black hair and eyes. Although considered primitive by the standards of the northern kingdoms, the Olman Empire was one of great complexity, wealth, and artistry. Yet with all of its sophistication the Olman worshiped savage and unyielding gods.

At their civilization's height more than a millennium ago, the Olman spanned the whole South and the vast inland chains in between. Their culture endured for centuries, but the empire eventually collapsed after decades of enervating civil war, religious strife, foreign invasion, and in some cases supernatural tumult. The ruins of their cities, such as Tamoachan on the eastern peninsula of the Amedio Jungle, and other evidence of their culture remain spread across the region. The majority of the Olman reverted to the relatively primitive societies that have survived to today. They are a superstitious and highly insular folk who regard strangers with a combination of wonder, fear, and hostility. For those keen enough to find them, however, there remain pockets of higher civilization that still evoke their one-time greatness.

Suel Invasions

The dominant human population of the Densac Gulf remains the Olman, but between 950 and 1,050 years ago, Suel survivors of the Great War between the Suel and Baklunish Empires invaded the region in large numbers. Many of these bands of desperate refugees crossed the Hellfurnaces and entered the Amedio Jungle. Others traversed the lofty Crystalmists and the Sheldomar Valley to cross the waters as far as the archipelagos of the Pearl Sea. Unlike their brethren, who migrated to the north and built new prosperous civilized nations, these Suel fought and competed with the native Olman peoples for scarce resources and land. Many of the invaders devolved into savagery, and in some cases they merged with Olman natives to produce a hybrid culture known as the Amedi. Others strived to remain racially pure and turned to piracy and slavery, often raiding Olman coastal villages and other Suel settlements.

This remained the status quo until a new phase of Suel invasions began a few decades ago, this time coming from the northeast. The Tilvanot Peninsula north of the Densac Gulf was conquered and settled centuries ago by a quasi-religious order of Suel monks known as the Scarlet Brotherhood. The Brotherhood's dogma was steeped in racism and bent on world domination. The monks remained a secret in their homeland until embarking on a new phase of exploration and conquest. They constructed fleets of ships and began exploring the Densac Gulf in an orderly and ruthless fashion. They were the first Northerners to do so regularly in centuries, inaugurating the Age of Exploration in the Flanaess. The Scarlet Brotherhood now plunders the south for its resources and kidnaps the natives - Olman and Suel alike - with some regularity, taking them north to sell into slavery and work their lands. Today, the Scarlet Brotherhood fleet remains the single most powerful navy in the region and they actively prevent any other powers, including the nobles of Sasserine, from meddling in its domain. The brotherhood's menacing ships, flying the Scarlet Sign, can be spotted in most ports throughout the region.

Vohoun Ocean

Vohoun is the name given to the Pearl Sea by the Suel settlers of the region. It means "frothy" in their ancient tongue. This is probably due to the swirling fogs that seem to characterize these waters. The Vohoun Sea actually touches many shores, including those of the Isle of Dread, thereby linking many lands and cultures. As if enough dangers (such as the Crimson Fleet) don't ply its surface, the Vohoun is also known for the many cultures that exist under its waves, including numerous sea monsters such as kraken and sea serpents. Reports include enclaves of merfolk and sea elves, in addition to sahuagin and ixitxachitl.

The Pirate Isles

While not strictly in the path of the journey south, this large chain of isles east of the Amedio Jungle can’t help but be a threat. The fanatical raiders who call these islands home can be found roving all over the Densac Gulf and Pearl Sea. Their isles encompass a series of rapacious civilizations that the early Explorer-Kings generously dubbed the “Pirate Isles”. Piracy, however, is only the beginning of the vices found here. Degenerate descendants of Suel invaders, Olman natives, and a few more exotic races call these lands home. Rumors abound of debauched ports containing enslaved populations, vile cults, dark magic, and much worse. Fiend worshiping is almost a certainty. Little to nothing is known about their leaders or their ultimate goals (if any), but the dread and dismay they create in the region is palpable. Of all the pirate gangs, none is more feared than the Crimson Fleet, who sail from the hidden port of Scuttlecove.

The Mist Kingdom

This collection of seven islands evokes wonder, even in the locals. Its name derives from the persistent fogs that seem to shroud the isles, making them almost invisible until one is right on top of them. The collection of isles was once home to a handful of small realms established by the Olman more than a millennium ago. Their societies languished and their people vanished, possibly moving to the mainland, following the unravelling of their empire.

Today, the Mist Kingdom is ruled by a powerful clutch of draconic overlords who first came to the isles more than seven centuries ago. At least one dragon claims each of the isles as its home. They only tolerate small tribes of beastmen on their lands, in addition to the typical flora and fauna of the region. Any large invasion or attempt at settlement on their isles is repelled ruthlessly. The Olman of the mainland fear the dragons as aspects of their gods and refuse to disturb them. The origin of the beastmen who live peacefully with the dragons is something of a mystery, and they have been spied worshiping at the temples in the unspoiled Olman ruins. It is assumed that these edifices have probably been plundered of their treasures by the dragons long ago.

The Journey Ahead

Leaving the relative safety of the port of Sasserine in the Azure Sea to mount an expedition to the Isle of Dread at the urging of Lavinia will not be easy. The Isle of Dread is located far to the south in unfriendly equatorial waters where severe tropical storms and numerous unnatural dangers loom. Two vast seas, known as the Densac Gulf and the Pearl Sea, are among the least known waters to the residents of the Flanaess. By reputation, the region is more magical, feral, and unforgiving than the main continent. Friendly ports of call and potential allies are almost non-existent.

Fortunately, you are not going into the daunting journey completely blind. Lavinia has the charts her parents used to navigate to the isle several years ago to establish the colony of Farshore. The arduous journey involves skirting the coast of the vast Amedio Jungle from Sasserine to the ruins of the Olman city of Tamoachan and then following the coast southward until the expedition reaches the fourth of the great rivers before veering south. Along the way, the expedition plans on visiting the friendly village of Renkrue on the easternmost of the isles of Axuxal. Halfway to the Isle of Dread, the mysterious isle of Ruja serves as one last landmark. There the open water of the Pearl Sea (referred to as the Vohoun Ocean by the local pirates) beckons. The course continues due south and for many hundreds of leagues. The Sea Wyvern must then cross a vast stretch of empty sea whose stillness bellies its menace. If you can survive the long journey with the vessel intact, the shores of the Isle of Dread beckon.

Blessed of Osprem [Regional]
You possess amazing swimming skills.
Prerequisites: Endurance, 5 ranks in Swim, sailor of the Vohoun Sea.
Benefit: You can always choose to take 10 on a Swim check, even if distracted or endangered. Additionally, you gain a +2 competence bonus on Swim checks made to resist nonlethal damage and to hold your breath. These bonuses stack with those granted by the Endurance feat.

Last Survivor [Regional]
Faced with death in the wilds of the Amedio Jungle with no one to depend on but yourself, you have honed your survival instincts to a razor’s edge.
Prerequisites: 5 rank in Survival, sole survivor of a deadly encounter in the Amedio Jungle.
Benefit: While in jungle or forest environments you gain a +2 circumstance bonus on Hide, Listen, and Spot checks made against predators and natural hazards.

Stowaway [Regional]
You are an expert at stealth while aboard sailing ships.
Prerequisites: 5 ranks in Hide, 5 ranks in Move Silently, 1 rank in Profession (sailor), native to the Jeklea Bay or Azure Sea regions.
Benefit: You gain a +2 circumstance bonus on Disguise, Hide, and Move Silently checks on large sailing ships.

Vohoun Eye [Regional]
Your exposure to the dark side of magic and the occult has made you sensitive to the telltale signs of spellcasting and wary of their results.
Prerequisites: 5 ranks in Sense Motive, lived among the debased civilizations of the Pirate Isles.
Benefit: When you see someone casting a spell (not a spell-like ability) you may make a Sense Motive check (DC 20 + level of spell) as a free action. If successful, you know what kind of magic is being used and gain a +2 circumstance bonus on your saving throw if it is directed at you or you are in its area of effect.

No comments:

Post a Comment